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Paradox-01 (talk | contribs) m (Notes on conflicting length specification (re-saving a Sketchup dae in Mod Tool) and notes on disappearing AIs on GridIgnore-flagged geometries plus fix) |
Paradox-01 (talk | contribs) m (visible GunkQuad limit is 8192, problem could be managed with env_show) |
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* triangle limit of a game level: ca. 520.000 (500.000 to be on save side) | * triangle limit of a game level: ca. 520.000 (500.000 to be on save side) | ||
* {{ModTool}} can save dae files with max. 64.000 triangles per object | * {{ModTool}} can save dae files with max. 64.000 triangles per object | ||
* when | * when polygons are too tightly packed the cam will look at too many of them and glitches appear: the visible GQs (GunkQuads) limit is 8192 (2^13), higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs ''number''"; limited solutions to this: | ||
** decrease the gs_farclipplane_set value | |||
** hide objects by [[#.3CModel.3E|env_show]] | |||
** hide objects by ''level design'' | |||
*** for example departments in a building could be quite detailed because the view at the other departments/rooms is blocked by non-transparent walls | |||
* The camera can look at 2049 transparent textures at once, one more and Oni crashes. | * The camera can look at 2049 transparent textures at once, one more and Oni crashes. | ||
* characters are visible ''only'' within 4099|4099|4099 and -4099|-4099|-4099 world units | * characters are visible ''only'' within 4099|4099|4099 and -4099|-4099|-4099 world units | ||
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'''Disappearing AIs''' | '''Disappearing AIs''' | ||
When AIs tend to disappear (fall through the ground) on GridIgnore-flagged geometries, use one of these two BSL commands to avoid | When AIs tend to disappear (fall through the ground) on GridIgnore-flagged geometries, use one of these two BSL commands to avoid this problem: | ||
: chr_lock_active ''AI_name'' | : chr_lock_active ''AI_name'' | ||
: chr_all_active = 1 | : chr_all_active = 1 |
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